Blacko Catto's "Strength of Thousands: Class Is in Session" (Inactive)

Game Master BlackoCatto

School Life and Maps


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Old-Mage Jatembe was the most powerful man in the world. Wherever he went, he spread hope and light to the people around him. All of the good things in the world were awed by Jatembe and came to give him secrets. All of the foul creatures declared war on him, but Jatembe stole their magic and banished them. In this way, Jatembe turned a world of ash into the beautiful
land we have today, filled with fish and animals, grains and palm trees, sweet yams and red soil. The foul beasts wailed at their realms of ash and terror being transformed into rich and wonderful lands, but they all feared Jatembe.

One day, a creeping bad-luck spirit inched forth from the grass. It was too young and foolish to know its limits and thought, “I will take vengeance on Jatembe and laugh at his misery.” The spirit crawled into the nearby village and asked where Jatembe was, but no one could answer. It asked then where the riches of Jatembe were, but people said they knew of none. It asked where the spouses of Jatembe were, but the people could not name anyone he had married. It asked where the weapons of Jatembe were, but the old mage’s greatest weapon had always been the knowledge he kept in his head.

Frustrated, the little spirit demanded, “What manner of great man can this Jatembe be, if he has no riches, no wives, no husbands, no weapons, nor any children?” Yet Jatembe had many children, the people answered, as they showed the little spirit the great city of Nantambu where thousands and thousands of students learned, worked, and helped each other by Jatembe’s words. The little spirit decided that if it couldn’t have vengeance on Jatembe, it would do so upon his children. The spirit listened until it found a voice that told it how to get inside. Following the voice, it crept into the city through the tiny cracks in the buildings’ walls, so small that even an ant would have to squeeze, but Jatembe’s students caught the spirit and tossed it out like a harmless grass snake. The spirit became terribly angry at its treatment but could do nothing on its own, and so it sought out others like itself to creep back inside and strike using the distraction of a celebration...

Welcome
Due to a demand I will e GMing a game of this AP. I will be selecting three applicants (4 potentially if something doesn't work out) and will end recruitment for this November 7th, 2021. Below is what I want in prospective characters.

Players Guide is Here!

-Build-
Classes-Any
Races (Ancestries)-Any
Starting Gold: 15GP
Backgrounds: All from Players Guide, either the ones made for the AP or the ones suggested. All others will be considered.
Langauges- Common, instead of Taldane, will be Mwangi instead, considering the location of the school. Knowledge of Taldane instead will be treated as any other language.

-Backstories-
Here we are using the ten minute background. Please fill this out and be creative.
-As well like my Agents of Edgewatch campaigns I would like 1 Flaw and 1 Quirk.

-Expectations-
Due to the heavy RP nature of this AP, I am looking for players with a a good rp history and willing to be cooperative with the me the GM. I would like at least one example of Pbp rp linked to let me know what to expect.


Hey good morning!

I will absolutely submit, as I said in the other thread; this AP is too brilliant not to. Also wanted to ask upfront (again) about Ancestor Paragon being an option. I won't go into the whole pitch, but in the other recruitments I have seen, there was incredible diversity and (to me) it would be cool to have the augmented flavor of strong ancestries, given that they lend themselves to role playing.

For this campaign, which is so magical, I will really pick apart the paths to being a flier, and look at what has the most flavor.

Question #2: what are your thoughts on playtest submissions? Given that G&G was just released, and Dark Archive presents some amazing material which will become "official" early in the lifecycle of this AP run, seemed like a fair question (which would further add to diversity).

Have a great day!


Dot


Is there is a list of Pathfinder 2e flaws and quirks, or you just want an ability flaw under the optional rule?


Not sure what Flaws and Quirks mean either, but I got a build ready and need to convert what I have written up into a 10 Minute Background. As for example posts, I think I got one picked out.


A flaw/quirk for Catto is like flavor.
Like people who put salt on their food without tasting it first.

Not a drawback, not mechanical, zero 'crunch' ... pure flavour.
(but it tastes better when you spell it like that)

In our AoE campaign, Evindyl needs to be able to see, and brandish his runescars for any of his magic to really work. It just means he would really really struggle if he were restrained or blindfolded ... but not to the point that it would be defined mechanically. Just thematically.

Always has a nightcap
Wears too much cologne
Thinks they're a ladies man (but listens to boybands)
A miasma of 'scent of man' hangs about them
Eats bugs as snacks

I could type these forever.
Flaws & Quirks
;)


Yea, essentially things like that do you smoke when get nervous, tell bad jokes often, things like that.


Ah! Good to know! That shouldn't be hard to do with my Anadi Ranger. I'm taking more than ten minutes on this ten minute background, but I'm making progress!


Awesome, I love the ten-minute background. It's really helped flesh out some of my characters in the past. I'll get the rest of Andra's sheet fleshed out, get her construct companion together, and get to work on that background.

The Exchange

I’m very in. Thanks for including me. Still looking to play a Gnome Cleric of Nethys, with a focus on healing. Will post flaws/quirks tomorrow.


Gnasher
Classes- Magus
Races Gnoll - Great Gnoll
Starting Gold: 15GP
Backgrounds: Sponsored by Family
Langauges- Mwangi, Gnoll, Draconic, Iruxi, Necril

10-Min background.

1. Concept/Background info:

a. Gnasher is large for a male gnoll, equaling some females in size.
b. He showed an aptitude for magic and destruction at an early age.
c. Several females in his clan were happy to see him leave and hope he doesn’t come back.
d. While he participated in to hunts and other typical clan duties he cared little for traditions and structure.
e. Absolutely loves water and swimming. (watched a video of a hyena playing in a pool and thought it was hilarious.)

2. Goals:

a. Prove he is the best warrior by combining skill in arms and magic.
b. Find and study magical beasts and monsters (and then kill them…).

3. Secrets:

a. He was sent to the Magaambye because of a plot to kill him (unknown).
b. Involved in the death of a council member allowing his mother to take her place.

4. Relationships:

a. Tooth in the Darkness – Mother and Council member – Friendly and greatly involved in getting Gnasher into Magaambye.
b. Black Fang who speaks to the Wind – Brother and Bonekeeper – Friendly but thinks Gnasher is too interested in personal glory and not his responsibilities to the clan and ancestors.
c. Acacia – Female clanmate – Hostile thinks someone that puts the clan first should have been sent to Magaambye, namely her.

5. Memories:

a. Finding his first spell book and practicing and finally being able to cast a spell.
b. The death and subsequent consumption of his father and decent caster in his own right.
c. Meeting and Iruxi for the first time.


Name: Oribane (Oh-Ree-Bah-Nay)
Class: Ranger
Race: Anadi
Background: Sponsored By Teacher Ot
Languages: Mwangi, Anadi, Draconic, Sylvan

Concept:

1. Oribane lives around an entrance to the Darklands, and has experienced three refugees from Sekamina coming through to the surface, each one reacting worse than the last to the community of spiders that greet them, and exposing Oribane to some rather extreme reactions over his arachnid form
2. Oribane is no child, but has a strong sense of wonder and holds firm to a somewhat naive desire to make friends with everyone, leading to youthful optimism and wholesome demeanor that comes off as nosy and disarmingly saccharine to strangers
3. Oribane comes from a community of only a handful of webs and takes his responsibilities seriously, even if he finds the time to make his own fun along the way, whether it be weaving, hunting, snaring, protecting others, and soon, his arcane studies
4. Oribane visits Nantambu semi-regularly, usually to help trade goods, but also to get help for the refugees that his community can’t provide, usually by seeking out Takulu Ot for his reassuring presence and helpful guidance
5. Oribane pays respects to Grandmother Spider like most of his kind, but he’s not much of a devious trickster, at least not as grand of one as he’d like to be, preferring to use his expertise in hunting and trapping for protection than malice

Goals:

1. Oribane’s main goal is using what he’ll learn in Magaambya to better help any future refugees his community meets, and help ease the tension his kind often face due to their arachnid forms
2. It would be nice if the students’ adventures allow for enough prep time and home field advantage to let snares shine at least once

Secrets:

1. Oribane has had to fight for his life at least once against Xulgath raids, and would very much like to keep that from the other students, since many people don’t need the idea of him fighting and killing to find his kind scary already
2. One of Oribane’s guardians has experienced the horrors of the Drow Empire personally, the rare refugees aren’t complete happenstance

Relationships:

1. Odinara, Oribane’s oldest guardian who taught him how to hunt, trap, and fight, is getting too old for much of anything these days, and acts as an elder in the community, sticking to spider form for as long as Oribane can remember
2. Yewande, a merchant in Nantambu who is always happy to receive a delivery of Anadi Silk and help get whatever provisions the Anadi might need in return
3. Tiberius, the last refugee pulled out of the Darklands, Takulu was able to help assimilate him back into surface society, but his distrust for Anadi hasn’t wavered an inch since first contact

Memories:

1. Oribane happily remembers the many social visits Takulu has made to the community, particularly the excitement of being offered lessons at Magaambya
2. Oribane remembers the hours of toil and frustration put into weaving his first silken blanket, and the satisfaction of finally figuring it all out, followed by the initial dread of trying anything more difficult
3. Oribane’s first use of magic was a less than happy memory, as it came during a Xulgath raid and is only really good for making himself more dangerous, but it did give him hope that he could eventually learn to do much more

Flaw and Quirk:
Flaw: Annoyingly Cheerful
Quirk: Expressive Gesticulation

Almost forgot my sample post!
Have the mental rollercoaster of a polyphobe turned magical girl.


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I've had this guy ready for a while now, so it shouldn't be too hard to turn his backstory into this ten minute thing.

10-Minute Backstory:

Step 1: Five Facts
* Kijani is a hunter from a village called the Twice-Carved Bough, who has no interest in the arcane.
* He is pestered regularly by a spirit in the form of a talking snake that tells him magical secrets. He considers it a nuisance, not a familiar.
* The elders of his village see this as a sign that he is destined to be a great wizard, and his swift (if reluctant) mastery of basic spells makes that look plausible.
* Between the revered elders, his parents, and his fellow hunters all pressuring him to accept the sponsorship to the Magaambya, he couldn't possibly refuse.
* Still, that doesn't mean he intends to actually study...

Step 2: Two Goals
* For Kijani to gain an appreciation for magic and the tradition of the Magic Warriors.
* For him to develop a connection with his familiar rather than seeing it as something to be rid of.

Step 3: Two Secrets

* Despite being a very good hunter, and potentially a prodigy in magic, Kijani hates to be praised. He won't let it show, and will reluctantly accept compliments, but he loses respect for people who give them.
* His familiar was actually summoned by one of the elders of his village, who saw he was a bright boy and thought he might have potential. The spirit took the form of a viper because that's what resonated with Kijani's soul.

Step 4: Three People

* Elder Kiango, leader of the village of the Twice-Carved Bough. An old druid who once graduated from the Magaambya himself, and saw potential in Kijani that he'd have squandered if left to his own devices.
* Jirani, fellow hunter and childhood friend. He is jealous of Kijani's new status as the village golden boy, and determined to become a better hunter than Kijani ever was while he's absent.
* Kijani's familiar, interchangeably called Snake or Nuisance. An annoyingly persistent snake who insists he focus on his studies when he'd rather be doing anything else.

Step 5: Three Memories
* The first time he ever picked up a bow. He was six years old, and it took him hours to actually fire an arrow, and it left a chip in the outside wall of his family home that was never fixed.
* The first animal he killed, some kind of large rodent or something. It was long enough ago that he doesn't recall exactly what it was, but he remembers the feeling of slicing it in half with one decisive swing of his old sword (much smaller than his current one) like it was yesterday.
* The night his familiar first appeared. It climbed into his bed while he was sleeping and began whispering into his ear, influencing his dreams. The next morning, it slithered away before he could find and kill it. It took time for it to grow bold enough to speak to him during the day, by which time the elders had already forbade him from killing it.

One Flaw

Kijani doesn't believe in himself, and he just plain isn't motivated to succeed. Any potential he has is completely wasted.

One Quirk

Kijani would sooner clam up and ignore someone than continue with an uncomfortable conversation.

Well, this was less of a ten-minute thing and more of a "couple hours on and off while distracted by other stuff" thing, but here it is.

As for samples of previous PbP, well, I'm sad to say I don't have many. I've only gotten into a few PbPs before, and they've all died before their time, not to mention not being recent at all. Still, I'll link a few old threads that I was in, for what they're worth.

This old Wrath of the Righteous, as Garlok the Guilty and Arngir

This Mummy's Mask that made it through a whole one encounter, as Menedes Khafra

This general silliness, as Grubgullet


Post from Orsen.

Original concept was Cleric of Nethys, currently considering deities though but the concept will stay the same. Build is currently based on Gozreh or just any deity attuned to nature or art. Will likely be going Druid for the free dedication and I’m hoping there’s a balance between this and Wizard.

Concept:

1. Was a healer at Lastwall when it fell which sent him into a depression that led to the Bleaching.
2. Survived the Bleaching and became more attuned with Nature which gave him a passion for cooking.
3. Has a rat familiar, named Gus, who helps with the cooking. Anyone who has an issue with Gus in the kitchen hasn’t tried his cooking.
4. Curious and outgoing, he’s a fan of people watching and listening to people’s conversation.
5. Shaved his head and magically inscribed runes in place of hair. This was a late night reaction to his white Bleachling hair.
6. Doesn’t carry weapons on him. Instead, he uses magic to fling kitchen utensils at his enemies if forced into a fight. He carries these in a pouch.

Goals:

1. To complete his cookbook: Manufacturing Cuisine
2. To pay homage through his deity through his deeds.

Secrets:

1. Chomski blames himself for his fallen comrades at Lastwall, even though he was very inexperienced and there was nothing that could have been done. This makes him very protective.
2. It was divine intervention that saved him at Lastwall. His deity has other plans for him.

Relationships:

1. Gus is his best friend in the world. They do not speak the same language but he talks to him often.
2. Chomski was taught healing by his mother who was a natural healer and Druid. She was one of his biggest influences as his only parent.
3. Chomski arrived at the school to visit a friend, Lumusi Yao, and decided to stay. He enjoys her cooking and will sneak into the kitchen to visit her whenever he can. He has feelings for her but knows she’s possibly still grieving from the loss of her husband.

Memories:

1. Chomski remembers discovering a patch of Truffles after surviving the Bleaching and this awakening his spirit again as well as his love for food.
2. He remembers only parts of his time at Lastwall, but the parts he does remember come to him often at night.
3. He remembers meeting Lumusi for the first time and connecting with her instantly.

Flaws and Quirks:

1. Twitchy and often crude. He has a kind face but a gruff demeanour that can stop you with a look.
2. Can be easily distracted.
3. His sayings often involve food like: “That sounds like bad biscuits” or “Off with ya, or I’ll turn yer eyes to cheese and feed them to Gus.”

Grand Archive

Thanks for the offer on running this. Had this concept for a while, and this seems like a really good fit. Hope I make it through the selection process.

Also, just to confirm: Will you be distributing chronicle sheets for this campaign?

On to the application:

1. Concept/Background:
1. Ziblif is an adventurous kobold with silver scales, who views himself as tied to the nobility of silver dragons and tries to uphold those ideals.
2. He was found abandoned as an infant and raised in an orphange, called Mazludeh's Cradle, in Senghor. While raised there, he developed a deep love of Mazludeh, whom he still reveres as his patron deity. (Alignment: Lawful Good)
3. Ziblif always had a deep love of stories, and listened avidly to Mother Malaana, the headmistress of the orphanage, who would read ancient stories, often filled with magic and power, and people using the magic and power to help others. He learned that those who used magic and power for selfish ends often met bad fates. (Class: Wizard - Staff (Universalist), Arcane Thesis: Staff Nexus)
4. The orphanage was in dire financial hardship, so he offered his minor magical skills to service as a sailor, donating virtually all of the money earned to the upkeep of the orphanage. While on his most recent voyage, Ziblif's ship was attacked during a great squall by a sea creature. He was able to use his magic to sustain himself, but despite his efforts, he was able to only rescue one other sailor, a human named Kylinen. (Background: Senghor Sailor)
5. Upon returning, he found that the orphanage had burned to the ground shortly after they had set sail, with seemingly no survivors. He realized he could not stay in Senghor, the pain of his loss too great. Kylinen, as a way of thanking him for saving his life, helped Ziblif gather the funds to travel to Nantambu, to begin more focused study of his magical abilities.

2. Goals:
1. Discover a group that he can consider his "true family," either by uncovering his lost family or by forging deep relationships with a worthy family or community.
2. Craft his very own staff of the magi which, to date, he has only read about and heard of in legend.

3. Secrets:
Both of these secrets are unknown to Ziblif. He has no real guile, so doesn't know or keep secrets from others:
1. His deep instincts toward law and order come not from his link to dragon-kind, but due to him having an Aphorite heritage.
2. Though he believes the fire at the orphanage was an accident, it was actually set on purpose by someone looking for him. When it was discovered he was at sea, that person set out after him there, causing the attack on his ship. He has no knowledge that this person exists and is seeking him, nor why.

4. Relationships:
1. Kylinen - An experienced sailor in Senghor, Kylinen was rescued by Ziblif.
2. Doctor Grime Percival "Doc" Bloodshanks - This half-orc alchemist (chirurgeon) is a member of the Pathfinder Society, who was travelling to Nantambu when Ziblif was looking for transport there. He accepted a modest payment to take the young kobold along with him.
3. Selfanor - A wizard from Senghor, who helped teach Ziblif some of his first spells while on a sabbatical from the Magaambya. He was kindly enough at first, but Ziblif got on his nerves with his focus on magical items and his inability to sit still and study "properly." When Ziblif crafted himself a staff that could actually channel magic, Selfanor got furious and refused to teach him anymore. Shortly after, he returned to the Magaambya. Though Ziblif knows their last exchange was a bit tense, he doesn't realize how much Selfanor dislikes him, and will likely not be pleased to see that he has come to study there as well.

In addition, it is possible that Mother Malaana, or other children from the orphanage, may have survived without Ziblif knowing about it. They could be remaining in hiding with knowledge of why the orphanage was attacked.
There is also, of course, the mysterious person looking for him.

5. Memories:
1. Mother Malaana reading stories to him as a young child.
2. The memory of first crafting his magical staff ... and Selfanor responding to this achievement with anger.
3. A dream of a tall tower, somewhere in a city of clouds. The city was filled with strange otherworldly beings, including constructs and clockwork beings.

Flaw and Quirk:
Flaw: Ziblif is germophobic.
Quirk: Ziblif is unable to do nothing with his hands and, if left to his own devices, is usually whittling some small piece of woodwork, even while holding a conversation with someone else or reading a book.

Growth Directions:
I generally like for characters to grow organically, so don't want to set too many of the things I'm aiming toward at higher levels. In this case, I am definitely looking at him gaining Magical Crafting, so that he can eventually build his Staff Nexus into a full staff.
I'm also considering him going in somewhat of a clockwork direction, perhaps with either a summoner archetype to summon a clockwork eidolon or possibly just gaining a clockwork familiar.
With his religious devotion to community, he views his magic as a means to help others. I anticipate, in this campaign, that he will become fiercely devoted to the Magaambya as his home and family.


Originally posted in Evindyl's thread, haven't had the opportunity to post here. Currently working nights which is kicking my creativity to the curb, however, I am working on a build and will likely have it up by Thursday or Friday.

Basic concept, at this time, is a Kallijae wizard, an advisor to the elves who ensured that Angahzan's corruption remained within the city of Usaro, was captured and held prisoner for a number of decades before a band of adventurer's slew the Gorilla King.

I would be taking the Ancient Elf Heritage, and a Druid Dedication at 1st level. Likely friendly with the Orcs of the Lake Ocota, who, likewise seek to limit the influence of the Demon Lord.

I'll have the sheet, the ten minute background and sample's of my writing style and RP up before the week's end.


Not sure how I would do Chronicles, not sure how I'd do that.

Liberty's Edge

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There currently aren't any chronicle sheets for the AP, so until that's done, you wouldn't be able to.

The Exchange

Evindyl: Elf/Aasimar, Angelic Bloodline Sorcerer, *Detective background (pending GM approval)
Andra: Human, Construct Innovation Inventor, *Background ?
Gnasher: Great Gnoll, Magus, Sponsored by Family background
Oribane: Anadi, Ranger, Sponsored by Teacher background
Kijani: Versatile Human, Magus, *Background?
Chomski: Bleachling Wellspring Gnome, Cleric of Gozreh?, *Background ?
Ziblif: Kobold, Staff Universalist Wizard, *Background ?

*************************

2 divine spellcasters
1 other (I’m not familiar with Inventors but I love the flavour of Andra and the skills chosen)
1 ranged fighter (assuming by the Dex ranger)
2 Magus

Well, I’m not sure what this group will end up looking like but some interesting submissions so far. If someone is coming to this thread and is looking to see what character might compliment the group, here’s the list. Plus I know the GM likes keep a list. If I got anything wrong or something needs changing, let me know.

For the people who have already posted, I wasn’t 100% clear on the backgrounds chosen, myself included. So if you could post this, that would be a great help to the GM.

The Exchange

Evindyl: Elf/Aasimar, Angelic Bloodline Sorcerer, *Detective background (pending GM approval)
Andra: Human, Construct Innovation Inventor, *Background ?
Gnasher: Great Gnoll, Magus, Sponsored by Family background
Oribane: Anadi, Ranger, Sponsored by Teacher background
Kijani: Versatile Human, Magus, *Background?
Chomski: Bleachling Wellspring Gnome, Cleric of Nethys, Unsponsored background
Ziblif: Kobold, Staff Universalist Wizard, *Background ?

Updated my Chomski character.


Oh, huh, I didn't even notice my statblock didn't list a background. Kijani is using the Sponsored by Village background.


Indeed you are right I do keep my lists.

Evindyl: Elf/Aasimar, Angelic Bloodline Sorcerer, *Needs different background*.
Andra: Human, Construct Innovation Inventor, *Needs background*.
Gnasher: Great Gnoll, Magus, Sponsored by Family background
Oribane: Anadi, Ranger, Sponsored by Teacher Ot background
Kijani: Versatile Human, Magus, Sponsored by village background
Chomski: Bleachling Wellspring Gnome, Cleric of Nethys, Unsponsored background
Ziblif: Kobold, Staff Universalist Wizard, *Needs background*.

Orsen message me what ya think so far. Like to confer with you since you were the original person that asked for the AP.


Let me take another look: but I would also be happy to be whatever the best background fit is. Like if we looked at gaps in skills, he could take whatever made the most sense.


Evindyl wrote:
Let me take another look: but I would also be happy to be whatever the best background fit is. Like if we looked at gaps in skills, he could take whatever made the most sense.

I just read to 10-minute background and that is like giving me life at the moment: I will finish some stuff tonight.


Evindyl wrote:
Let me take another look: but I would also be happy to be whatever the best background fit is. Like if we looked at gaps in skills, he could take whatever made the most sense.

I wouldn't worry about that. Don't worry so much about whether the background you pick gives you something good, just pick what makes sense for your character's history.

Grand Archive

Ziblif's background is Senghor Sailor. It was kind of buried in the earlier post.


As statted, Nov 7th is the deadline. Do let me know of you have any questions.

Liberty's Edge

The Magic School setting is making me think of a character that is trying to form a "Universal Theory of Magic", that all magic is ultimately from the same source an thusly any spellcaster can use any type of magic. Mehanically, a Universalist Wizard that goes in to Magaambyan Attendant to gain access to all spell lists.

Liberty's Edge

Hey GM Catto, how would you rule Spell Blending works in regards to spell slots granted by archetypes? I've looked around a bit, there's nothing saying it does work with archetypes spell slots, but there's nothing saying it doesn't work either, so I figure it's best to ask you how you'd run it.

Spell Blending:

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level. You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

If Bob the wizard has the cleric dedication and can cast fourth level wizard spells and second level cleric spells, could Bob use Spell Blending to trade two level one Wizard spells for a level two Cleric spell, or two level two Cleric spells for a level three wizard spell? Or one level one Wizard spell and one level one Cleric spell for one level two Wizard spell? Or could Bob only trade Wizard spells for Wizard spells and Cleric spells for Cleric spells? Or would Spell Blending only work with the Wizard spells?


I would say you would be able to trade up as worded two wizard spells for a clerics divine one and vice versa. Be in mind this Ap already will be giving you a free dedication of either wizard or druid. Anything else will eat from your class feats.


The free Druid dedication is probably plenty of spell slots for such a concept as is, I'd imagine.


Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.


OK, here's my (Crisischild) submission. I made this profile for a game that didn't end up happening and the name is perfectly good so I am repurposing it. Versatile Human, Spell Blending Universalist Wizard, Magaambya Academic background. He is an exchange student!

Joseph Curwen:

Joseph as a child on one of his families many expeditions in Osira where he discovered Mischief masquerading as a scorpion.

Joseph and Mischief presently.

~~==========~==========~==========~~~~The Ten-Minute~~~~==========~==========~==========~~

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. Joseph is the only child of Rick and Evelyn Curwen, well known -and quite wealthy- archeologists. The Curwens are from Absolom, but Joseph grew up traveling the world with his parents as they traveled the world, tracking down lost cities and forgotten tombs.
2. He has a ferocious appetite for magical knowledge, to the point of often being downright reckless in his pursuit for more.
3. From clay tablets found in sunken tombs off the coast of the Lands of the Linnorm kings, to books excavated from forbidden libraries buried deep beneath the dunes of Osira, to the oral traditions of the magic warriors of the Mwangi Expance, Joseph believes he has found evidence that the the four primary "branches" of magic can be unified under a single school of magic. This would allow any spellcaster to easily master all forms of magic, not just one or two.
4. He has already attended the Magaambya university for one semester, though that was when he was much younger. At the time, his parents felt it was too dangerous for him to travel with them on that particular expedition, so they left him in the care of the school.
5. Joseph is returning to the Magaambya academy to finish his education and advance his thesis on unified magic. Not only is the academy the most prestigious school of magic in the history of Golarion, Joseph has met mwangi wizards and druids that already seemed to draw freely from multiple schools of magic, making the mwangi academy the most logical place for him to research his thesis.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. Become a Halcyon Speaker, thus completing his thesis.
2. Joseph has had a life full of adventure and is naturally gifted in magic. He is not used to failure. Might be nice to see him humbled a bit.
3. Due to the nature of his childhood, endless travels with his parents and their team, he is not the most sociable or very good at making friends. He should learn to be more of a people person and have a social life. Life isn't just about books.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Known: Joseph has a crush on Mikami!
Unknown: Joseph is adopted. When his parents were younger and childless, their adventures were often far more adventurous than something as mundane as outrunning a sandstorm. Their combined knowledge in the esoteric gods and rituals of the world was often called upon by the churches of Sarenrae, Iomedae and other good deities to help track down cultists intent on summoning unspeakable horrors and eldritch abominations to the material plane. On one such hunt for cultists, the Andoran Steel Falcons the Curwens were working with were able to interrupt a ritual to summon the Crawling Chaos - a ritual performed by insane followers of a dead god - on a small, rocky island off the coast of Osirion. Joseph, a newborn, was to be their blood sacrifice. The Curwens took the infant as their own, the fate of his biological parents unknown. Sometimes they worry that the nearly-completed ritual had marked their son, somehow, and that the Crawling Chaos would try to take his life again...

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Mikami Yayoi - A year Joseph's junior, Mikami as a Tian-Yae woman Joseph first met on a trip to excavate a temple dedicated to an imperial air dragon in the Valashmai Jungle in souther Tian Xia when he was twelve. A rambunctious girl, she forced friendship onto the unsocial Joseph. She gave him a tattoo in the style of her people - a long and sinewy sky dragon snaking its way down his left arm, its head ending on his palm. The tattoo is infused with arcane-saturated inks, and allows Joseph to channel some of the lightning the sky dragons controlled. His parents weren't particularly happy about it. Mikami traveled with the Curwens on a number of occasions. A tempest druid, Mikami is also attending the academy to study primal magic.
2. Mischief - Joseph's familiar. Joseph found Mischief, who was taking the form of a scorpion at the time, in an excavation in the Osiron desert when he was thirteen. Mischief was hiding under one of Joseph's spellbooks. Joseph was going to shoo the scorpion away, but something about the insect stayed his hand. Perhaps it was the way the scorpion spoke ancient Osiriani? The scorpion promised to help Joseph in his studies of magic in exchange for a home. Later, a small ritual converted the scorpion into a more usable form - that of a raven. Mischief is a troublemaker, but wise and knowledgable.
3. Tokugawa Hidekazu - A year Joseph's senior, Tokugawa is a Tian-dan man and a powerful shadow sorcerer. Met on the same expedition where he met Mikami, Tokugawa considers himself Joseph's rival for Mikami's affections, even though Joseph had never indicated he was interested in her. Tokugawa is a strict traditionalist, and they idea of a Tian woman being romantically involved with a Thassilonian infuriates him. He is also attending the academy, studying arcane magics.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. The first time Joseph entered a sealed, hidden room in a lost city that had sunk into the swamps in the River Kingdomes. A child, he was the smallest of the crew and, as soon as enough rubble was cleared away, he squeezed into the narrow passageway, crawling over mud and stone to find the mostly intact library on the other side. Taking one of the clay tablets from the stone shelves, he was in awe at the idea that he was the only living person on Golarion to have been in that room. Awed by the fact that, for a brief few minutes, he was the only one who know what information those tablets held.
2. The first time he attempted to cast a divine spell. Magic supposedly granted by the gods themselves, Joseph could not complete the spell, but he could feel the divine magic at his fingertips. That kindled in him the belief that all magic could be linked.
3. Frequent dreams of a tall, handsom, jolly-looking man walking across the desert of Osirion at night. As he approached a city or village, the people would joyously welcome him, but as he walked down the streets and through the city, the buildings and denizens would crumble to dust as he passed.
4. Strange, but positive feelings when he learned Mikami would be attending the Magaambya academy at the same time as he.

Flaw: Joseph struggles to accept that there are others that might know more than him.
Quirk: Joseph does even the most mundane tasks, like retrieving a bottle of ink, with magic when possible.

RP example.


ElbowtotheFace wrote:
Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.

Unfamiliar with that. Can you link me the rules?

Liberty's Edge

GM Catto wrote:
ElbowtotheFace wrote:
Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.
Unfamiliar with that. Can you link me the rules?

Tis a playtest class. https://paizo.com/pathfinderplaytest


GM Catto wrote:
ElbowtotheFace wrote:
Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.
Unfamiliar with that. Can you link me the rules?

*Playtest not plates lol


1 person marked this as a favorite.
ElbowtotheFace wrote:
GM Catto wrote:
ElbowtotheFace wrote:
Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.
Unfamiliar with that. Can you link me the rules?
*Playtest not plates lol

It's all good, I'll allow it. But if accepted and the book comes out, you'll have to switch it up to the official stuff.


Last week until end of sign ups.

Radiant Oath

Would you be open to someone whose PbP experience was on Discord? I can't share any examples. This would be my first PbP on Paizo. I'm thinking of a half-elf monk, sponsored by village, taking druid as free archetype.


AceofMoxen wrote:
Would you be open to someone whose PbP experience was on Discord? I can't share any examples. This would be my first PbP on Paizo. I'm thinking of a half-elf monk, sponsored by village, taking druid as free archetype.

As long as when you make a character and you have all of the appropriate information there, I shall consider it. The Rp examples was more for my own testing.


1 person marked this as a favorite.

Spent the weekend away at a LARP - back in town now and will get the rest of Andra's details picked out shortly!

Radiant Oath

Thanks for considering me! As an IRL Teacher, I'm excited about the school side of this AP.

Monessa Calfire stats:
Monessa Calfire Monk 1
NG Medium Human Half-Elf Humanoid
Perception +5; Low-Light Vision
Languages Common
Skills Acrobatics +7, Athletics +5, Lore: Island terrain +2, Nature +5, Survival +5
Str +2, Dex +4, Con +2, Int -1, Wis +2, Cha -1
Items Unarmored, Adventurer's Pack, Bolts (20), Caltrops, Climbing Kit, Clothing (Explorer's), Clothing (Winter), Crowbar, Fishing Tackle, Grappling Bolt, Tent (Pup), Wooden Shield (Hardness 3, HP 12, BT 6)
AC 19 (+21 with shield raised), Fort +7, Ref +9, Will +7
HP 20
Speed 25 feet
Melee Special Unarmed Flowing Wave +7 (Agile, Disarm, Finesse, Nonlethal, Trip, Unarmed, Water), Damage 1d6+2 (B)
Melee Special Unarmed (1d6) +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+2 (B)
Ranged Crossbow +7 (), Damage 1d8 (P)
Reflective Ripple Stance
Flurry of Blows
Focus Spells (1 points) Ki Strike
Additional Feats Forager, Half-Elf, Ki Strike
Additional Specials Monk Ki Spells Choice (Divine), Powerful Fist

Background and personality:
Quote:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

1: Monessa has her whole village counting on her. Finding food has become harder on the island, and they need her to learn magic to find out why.

2: Monessa knew everyone on her small island. She often compares new people she meets to people she used to know.
3: Monessa is used to telling the truth, even oversharing.
4: Monessa has anxiety, but she feels at ease in the water.
5: Monessa writes letters home every week.
Quote:
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1: I get a kick out of frustrating the enemy as a monk. Tripping is great fun.

2: It would be cool for Monessa to explore her loyalties to the school vs her home.
Quote:
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1: Monessa used her talents to steal food. This is a serious crime

in her home
2: Monessa's home should be a desert island. Long ago, a powerful spellcaster changed it to be fertile, but the magic is unravelling. Monessa might eventually need to choose to obey the rules of nature, or force her will on the island again.
Quote:
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1: Cathar Yuntree, Monessa's father, a traveling evlen sailor. He stopped at the island and had a brief encounter with Monessa's human mother. He's stopped by twice since, and met Monessa. Monessa would like to spend more time with him.

2: Kal Swiftrest, a boy from Monessa's village. He's handsome and a little foolish. Monessa would have married him, but instead she was sent to Magaambya.
3: Lute Wilrek, a girl from Monessa's village and rival for Kal's attention. Monessa worries that the two will get together while she's at the school.
Quote:
Step 5: Describe three memories that your character has.

1: On her last visit with her father, Monessa mentioned she might be going to Magaambya. A dark look spread over his face, but he refused to speak of it.

2: One night, stealing food, Monessa thought she saw eyes in the water. She looked back and nothing was there. She held very still for a long time, but nothing came of it. She's never been so scared.
3: Tripping Kal into an embrace. She's never felt so excited.

Flaw: Monessa always says the first thing in her mind, usually the truth
Quirk: Monessa sits funny. Upside down, leaning way over to one side, whatever, just not the right way in a chair.

[url=https://i.pinimg.com/originals/75/4d/04/754d046b7ab4957714213511ce6cf20d.jpg]Image![url]


Is there an archaeologist or adventurer teacher who might be able to be a sponsor? I have an idea for a character who would be good to be sponsored by a teacher but I'm not sure if Teacher Ot is the right fit.

Actually a professor who's interested in arcane constructs would be even better.


Arcee667 wrote:

Is there an archaeologist or adventurer teacher who might be able to be a sponsor? I have an idea for a character who would be good to be sponsored by a teacher but I'm not sure if Teacher Ot is the right fit.

Actually a professor who's interested in arcane constructs would be even better.

Nothing in particular, but you can make up a teacher that worked for the college that was on an expedition.


Here's Abhijesh, under spoilers to keep the post small in appearance. If you have any questions or concerns please let me know. Thanks for the opportunity. He's a tiefling barbarian who would take the wizard dedication upon 2nd level.

Abhijesh:
Abhijesh
1 Human (tiefling) Barbarian Unsponsored
Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 15 Fort +7, Ref +3, Will +5
Hit Points 22
------------------------------
OFFENSE
------------------------------
Speed 25 ft.
Melee Dagger +7 1d4 1d4+4 (P) Agile, Finesse, Thrown 10', Versatile S
Melee Machete +7 1d6+4 (S) Deadly d8, Sweep
Melee Bastard Sword +7 1d8+4 (S) Two-Hand d12
Ranged Dagger +3 1d4+4 (P) Agile, Finesse, Thrown 10', Versatile S
------------------------------
STATISTICS
------------------------------
Str 18, Dex 10, Con 14, Int 14, Wis 10, Cha 12
Height 6’ 3” Weight 235 lbs. Age 34
Feats
Skills Trained
Acrobatics +3
Athletics +7
Deception +4
Diplomacy +4
Intimidation +4
Lore (Academia) +5
Society +5
Survival +3
Thievery +3
Languages Vudrani, Taldane, Mwangi, Dwarven
Equipment Machete, Bastard Sword, Dagger, Studded Leather
Bulk
Money
------------------------------
ANCESTRY FEATURES
------------------------------
HP 6
Size M
Speed 25 feet
Ability Boosts Str, Int
Languages Vudrani
Traits human, humanoid
Heritage Tiefling
Feat Beastbrood
------------------------------
BACKGROUND FEATURE
------------------------------
Unsponsored Ability Boosts: Con and Str. Trained in Diplomacy and Academia Lore. Group Impression skill feat.
------------------------------
CLASS FEATURES
------------------------------
Key Ability Str
Hit Points 10 (+Con mod)/level
Expert in Perception
Expert in Fortitude saving throw
Trained in Reflex saving throw
Expert in Will saving throw
Trained in Athletics, and 3 + 2 (Int mod) skills
Trained in simple weapons and martial weapons
Trained in unarmed attacks
Trained in light armors and medium armors
Trained in unarmored defenses
Trained in Class DC
Instinct Fury
Rage
Feat: Sudden Charge, Moment of Clarity
------------------------------
BACKGROUND
------------------------------

Ten minute background:
Five things: His parents abandoned him because he is a beastbrood, descended from a rakshasa.
He was raised in an orphanage run by tieflings.
His family are entertainers but he only learned this less than two years ago.
He meditates daily.
He feels cursed by a seed of fury that prevents him from reaching acceptance of his lot in life.
He likes the feeling of power and strength when he fights and embraces that fury. Sometimes, while in this rage he feels as if he is in a thoughtless state, much like meditation.
It's taken him nearly a year and a half to reach Nantambu from the island of Jalmeray.
He's over thirty years old. If he doesn't get into Magaambya this year, there is always another school year.

Two goals: First, find a means to remove the curse from his family. Second, help the orphans of Nantambu, by establishing a scholarship for some to study at Magaambya. Probably choosing Emerald Boughs as the primary branch of education and Rain-Scribes as a secondary branch.
Two secrets: He wants to find the curse's cure so that he can show his family that he didn't deserve to be raised in an orphanage. That he isn't worthless. That they made a huge mistake in turning him away. He hopes his parents and siblings are failures.
The secret he doesn't know: The woman got the wrong tiefling and he isn't actually her brother? He recently got a tape worm (some other parasite) that he doesn't know about?

Three people: Kibuwe is a friend, even father figure. He's a grandfather helping to support his grandchildren. He and Abhijesh are cargo porters at the docks. Abhijesh is very happy to listen to his advice.

Shabo, a merchant who hired Abhijesh in Kibwe, for protection while returning to Nantambu. He fell into the river and Abhijesh rescued him from a crocodile.

Neelduni Moneesh is a priest at an Irori temple in Nantambu. He thinks Abhijesh, by coming to Magaambya, is trying to rise above his caste. He spreads false rumors about him in the community?

Three memories: Meeting his sister for the first time, about seventeen months ago. Walking to work at the beginning of the day, people giving him space due to his caste, and a woman approached him, full of anger and leading six temple guards to apprehend him. Soon enough he was before a magistrate, hearing about his birth family for the first time as she brought forth her accusations. He laughed, nervous and incredulous. Without any hesitation he answered that he knew nothing about his family. He'd never been told their names. He didn't know if his parents were still living, nor how many siblings he had, nor where anyone lived.

"You must be desperate," he said. "Looking to blame someone, but do you really think I am responsible? I didn't even know you existed."

She spitted at him and walked out of the magistrate's room. The magistrate warned him that the matter wasn't settled yet. Abhijesh hid aboard a ship that day to sneak away.

Second memory: Hearing about Magaambya. He was twenty or so. It was during a festival celebrating the return of the Vudrani to the island. He was waiting in line at a food stall and there was an attractive elf standing in front of him. She was talking about Nantambu and Magaambya to a local temple guardian. There's plenty of magic and wonder in the world, he thought, but a place as welcoming and open as that...can it be real? Looking around at the splendor of the buildings, he lost his appetite but stayed in line so he could listen to the elf.

Third memory: Entering Nantambu for the first time. The city slid into view as he stood in the barge's bow, destined for Sharrowsmith Export's. As he left Shabo and the docks, many greeted him with a smile. One woman said, "Oh, you must have traveled far! Please come and rest." He waved off the tavern owner's invitation and proceeded to the Magaambya campus. Along the streets, the chimes of colored glass sang like music. It felt so different than Jalmeray. He knew pickpockets and criminals were lurking, as they did everywhere, but there was an opportunity, a potential here, he had never felt in Jalmeray. He had to find an alley and quietly weep.

Quirk: Extremely colorful clothes. He was only allowed to wear gray or brown as a low caste person. Now he has embraced life without castes by wearing garish, sometimes color-clashing garments.

Weakness: Studying. He didn't have many years of formal education. Sitting at a desk and studying gets tedious very quickly. He prefers to learn by discussion or hands-on-training, much like he did in the Iori temple where he was raised.

RP sample: Yoromishtali and Hoyleberry are current characters and good examples of my typical posts.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

GM Catto: I want to check with you that an automaton (rare ancestry) is okay. I've been theorycrafting an automaton monk/champion I'm eager to play.


OK here we go! Even if you don't accept me it was a lot of fun making this character haha.

Guardian

Class: Wizard (Abjuration School, Spell Substitution Thesis)
Ancestry: Automaton
Background: Sponsored by Teacher Ot (for simplicity’s sake, maybe she could be considered co-sponsored by Ot and Okajo)
Langauges: Common (Mwangi), Utopian, Jistkan, Taldane, Garundi, Dwarven

10 Minute Background + Flaw/Quirk:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

1. She is a millennia-old automaton from the Jistka Imperium, a living soul in a construct body.
2. She spent an unknown amount of time comatose/deactivated in a Jistkan ruin before being rediscovered on an archaeological dig two years ago.
3. She has no memory of her life before being reawakened in Rahadoum, but knows that she was tasked with protecting something or someone.
4. She has been a subject of study by the arcane theorists of Magaambya, who did not initially realize that she was intelligent before she regained the ability to speak.
5. She has limited access to the energy within her arcane core, which increases as she learns to exercise and develop her magic. This can also help her develop a a better physical connection to her body and may even allow her to begin regaining memories.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. Guardian’s highest priority is to protect others around her. It is her strongest driving instinct, and what encourages her to become stronger.
2. Her secondary goal is to learn who she is/was and regain her full strength, however much that was.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1. Guardian is afraid of what she might find out about herself if she gets her memory back.
2. She does not know that it was a conflict with her creators/fellow automatons in the Artificer Conclave that led to her long period of dormancy.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile

1. Selam Yider, the archaeologist who initially rediscovered Guardian and brought her to be studied at the Magaambya Academy. Still stops by sometimes to check in on her.
2. Teacher Okajo, the construct expert who studied her and has become her sponsor. Always encouraging her to seek the truth about herself.
3. Garokh, a Tiefling Automaton who has traveled the planes for ages but never forgotten her grudge against Guardian from the end of the Imperial age.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Hazy flashes of otherworldly environments and scenes of battle.
2. Teacher Okajo’s shocked face when she started moving while being studied in the Academy.
3. Birdwatching by the river with Teacher Ot and his wife and feeling a little bit at peace.

Flaw: Guardian has a tendency to feel down on herself for being so different from the people around her, and worries that interacting with her is a burden.

Quirk: She finds nature calming and fascinating, particularly because organic life is so alien to her own experience.

RP Sample


Getting a lot of entries all of a sudden!


Tarondor wrote:
GM Catto: I want to check with you that an automaton (rare ancestry) is okay. I've been theorycrafting an automaton monk/champion I'm eager to play.

Any, as long as it is 1st party sourced.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Here's Tarondor's Submission, then:

The Contemplative, an automaton monk/paladin of Irori attempting to recover his lost druidic powers.

STATBLOCK:
The Contemplative (Monk/Paladin)
Automaton monk 1
Rare, LG, Medium, Automaton, Construct
Heritage sharpshooter automaton
Background martial disciple
Perception +4; low-light vision
Languages Common, Utopian
Skills Acrobatics +7, Athletics +6, Diplomacy +3, Religion +4, Society +3, Warfare Lore +3
Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
--------------------
AC 19; Fort +6; Ref +9; Will +6
HP 19
--------------------
Speed 25 feet
Melee [1] fist +7 (nonlethal, agile, finesse), Damage 1d6+3 B
Ranged [1] energy beam +7 (range 20 feet), Damage 1d4 F +1 persistent Fire on crit
Ancestry Feats Energy Beam
Class Feats Tiger Stance
Skill Feats Cat Fall
Other Abilities flurry of blows, powerful fist

FUN MECHANICAL BITS:

• He will be a monk/paladin who slowly also becomes a druid.
• His main weapons are his fists.
• He has laser eye beams!
• Handwraps of Mighty Blows will enhance both his fists and his laser eye beams.
• He will eventually gain powered flight.

BACKSTORY:

Note: TL:DR summary below.

Born in the last days of the Jistka Imperium more than 7,500 years ago was a certain young man whose name is now forgotten, even by himself. The young man rose to prominence in the last of the Jistkan legions as a powerful druid in charge of the tame bulettes for which the legions were once famous. The Imperium had been shattered centuries before in the war with Osirion’s Pharaoh of Forgettn Plagues and by the young man’s time had been plunged into a devastating series of civil wars from which it would never rise again. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs—or at least, the last hope for Jistka's salvation.

The young man who would become known in future millenia as The Contemplative was one of those chosen for this program. His soul and life force were transferred from his living body into that of a construct - a Jistkan automaton.

There are enormous gaps in The Contemplative’s memory. He remembers his time in the legions and remembers too that it was Jistka’s hubris, its unwillingness to engage its neighbors in anything but conquest that ultimately led to its downfall. The automaton, then still going by his forgotten birth name, wandered Garund, particularly the deserts of Rahadoum and Thuvia. He remembers the destruction of the last legions, the fall of Jistka and then the fall of its enemy the Tekritanan League as Osirion rose to great power. He traveled south then, over the mountains and into the Mwangi Expanse where he eventually became a citizen of the fabled Shory flying city of Kho. But when the men of Kho took to consorting with daemons and the Black Tapestry, The Jistkan druid left them and lived for centuries in the Mwangi Expanse, cultivating rare plants and helping small hunter-gatherer communities of men and elves to learn to live in harmony with nature. It was during this time that he became known to generations of Mwangians as “the Contemplative”. He was even a visiting lecture at the Magaambyan Academy many times over the centuries.

At some point he joined a secretive community of Jistkan automatons in a subterranean retreat. He lived with them for decades, but then something extraordinary happens. From that point, he remembers nothing for thousands of years. Even his original name wa gone. The Contemplative does not know what happened to his memories or what happened to the community of dozens of automatons. What he does know is that his next memory is from thousands of years later, when he found himself locked into a collapsed cavern. It took him many decades of work to escape from the deep cavern back onto the surface. It was the year 3202 A.R. the Jistkan Imperium, the Tekritanan League and the Shory Empire were all long gone.

Gone too were his druidic powers. During the long sleep or whatever it had been, he had lost his connection to the Green. During the decades it took him to cut his way out of the cavern, he focused much of his mind on self-improvement, slowly regaining not only the function of his limbs but a mastery over them. On his escape he wandered into the far south, into what would one day be known as the nation of Eihlona. He allowed the mages there to study his body and take many measurements and make tests. It was from him that the later Eihlonan automatons first got their inspiration. While in that region, The Contemplative studied with Garundi monks and slowly learned to focus his skills inward, perfecting his own control over body and mind.

Having lived among the people of Eihlona for over fifteen hundred years, The Contemplative has decided that he must do something with his long life once again. He hopes one day to regain his control over the primal powers he once wielded with such ease. For this purpose he has returned north once again to the Magaambyan Academy. Although it has been millennia since he was a lecturer, he feels certain that the Magaambyans can help him reconnect with his old skills. It is the first step on a journey to recovering who he once was and what he can be in the future.

TL:DR Summary:
• The Contemplative is over 7500 years old
• He was a powerful druid before becoming an automaton
• He lectured at the Magaambyan Academy millennia ago
• He lost his powers and several thousand years of his memories in an unknown circumstance
• He wants to recover his druidic powers and do something helpful and worthy with his immortal life, so he’s returned to the Magaambyan Academy to start over.

PERSONALITY (“Ten Minute Background”):

Five Things about My Character’s Concept and Background

1. The Contemplative is an ancient automaton, possessed of ancient knowledge that he must somehow unlock.

2. He was once a powerful druid and is trying to recover those skills.

3. His time buried underground and his time in the southern Garund nation of Eihlona has taught him to be a master of the martial arts.

4. From time to time he will remember tidbits of the past that haunt him. It always feel like the missing millennia of memories are right there, just out of reach.

5. He is fond of standing still in corners and pretending to be a statue as a practical joke.

List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

6. I would like to see The Contemplative slowly regain his skills and powers as a druid.

7. I would like The Contemplative to become a true expert in ancient history and one day return to lecturing at the Academy.

8. I would like The Contemplative to form a true close bond with a sentient being, whether it be a bond of brotherhood, a teacher-student relationship or romantic love.

List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

9. The Contemplative knows that there are small secret communities of automatons across Garund, trying to keep to themselves.

10. The Contemplative does NOT know that his own memories were erased by one such community because after a band of humans had wiped out his entire “family” of automatons, he fell from wisdom, becoming dark and furious and began to summon creatures from the Dark Tapestry and threatened to use them wage war on the humans of the Mwangi Expanse. Learning such knowledge could seriously threaten his self-image as a wise and good guardian of the past’s lore.

Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

No one alive today is closely related to The Contemplative. He tends to think of himself as an eternal outsider, guiding and advising but never actually taking part in the lives of the ephemeral people around him. He can be very remote in that sense, although he is actively trying to change that aspect of himself.

11. Keileada - Also known as The Maiden. Keileada was an automaton he knew around the year -2300. She was the heart and soul of the automaton collective he had joined in northern Garund. Transition to a construct body had done nothing to inhibit her love of beauty, nature and song and she made the lives of the automatons better by her mere presence. There was no romantic love, but The Contemplative certainly loved Keileada as a sister and counselor. She disappeared when he met his mysterious, millennia-long fate.

12. Csteriwal - An Eihlonan mage and researcher worked with The Contemplative for decades to understand his design and function. The two men became very close. Csteriwal would be very old now, well into his 90's.

13. Professor “Fill in Name Here” - a teacher at the Magaambyan Academy who befriended The Contemplative and fought for his admission to the school despite the automaton’s lack of references or recent education. The two occaisionally share dinners together where they tell stories from their wide experiences.

14. Count Rudimer Aldorin - A Chelaxian count whom The Contemplative annoyed when he aided Sargavan rebels to oust their Chelaxian overlords. Count Aldorin blames the Contemplative for the fall of his lucrative cattle ranch and silver mine and has sworn to have him dismantled and thrown into the sea.

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

15. The Contemplative remembers heady days of desperate glory fighting with the legions against the Tekritanan League with his trained bulette Gorindas at his side.

16. He remembers his house in northern Mwangi where he tended a beautiful garden and taught history and literacy to the children of rough settlers out of the east.

17. He remembers the lonely decades trapped in a cavern where he slowly dug his way out and honed his control of his body. He developed mental discipline and the worship of Irori simply as a way to stave off madness.

FLAWS AND QUIRKS:

18. The Contemplative struggles to remember the limits of the organic form. He is sometimes surprised by other people’s needs to eat or sleep.

19. He has spent so long as a teacher he easily forgets that he is a student. Perhaps willfully so - he’s not good at being a subordinate.

20. Although he is not inflexible in his thinking or rigid about the law, he is innately conservative when it comes to etiquette and propriety. He prefers to adhere to old or outdated modes of courtesy that can make him appear out of touch or antiquated.

ANTICIPATED BUILD:

THE CONTEMPLATIVE (Monk/Champion)

Ancestry: Automaton
Background: Martial Disciple (Dexterity)
Class: Monk (Dexterty)
Initial Ability Scores: STR: 16, DEX 18, CON 12, INT 10, WIS 12, CHA 10

1 -
Monk Feat: Tiger Stance
Ancestry feat: Energy Beams

2 -
Monk Feat: Champion Dedication (Paladin)(Stealth / Ancient History Lore)
Free Archetype: Druid (Storm Order - Trained in Nature and Magaambya Lore)(light and stabilize cantrips)
Skill Feat: Additional Lore: Automaton Lore

3-
General Feat: Fleet
Skill Increase: Athletics to Expert

4 -
Monk Feat: Stunning Fist
Skill Feat: Assurance (Athletics)
Free Archetype Feat: Basic Druid Spellcasting

5 -
Ability Boosts: STR: 18, DEX 19, CON 12, INT 10, WIS 14, CHA 12
Ancestry Feat: Arcane Safeguards
Skill Increase: Diplomacy to Expert

6 -
Monk Feat: Champion’s Reaction
Skill Feat: Titan Wrestler
Free Archetype Feat: Order Spell

7 -
First Path to Perfection: (Fortitude)
General Feat: Ancestral Paragon (Arcane Eye)
Skill Increase: Athletics to Master

8 -
Monk Feat: Divine Ally (Blade Ally)
Skill Feat: Additional Lore (Ancient History)
Free Archetype Feat: Basic Wilding (Stormborn)

9 -
Ancestry Feat: Arcane Propulsion
Skill Increase: Nature to Expert

10 -
Ability Boosts: STR 19, DEX 20, CON 12, INT 10, WIS 16, CHA 14
Monk Feat: Whirling Throw
Skill Feat: Quick Jump
Free Archetype Feat: Primal Breadth

11 -
General Feat: Feather Step
Skill Increase: Nature to Master
Second Path to Perfection (Will)

12 -
Monk Feat: Tiger Slash
Skill Feat: Consult the Spirits (Nature)
Free Archetype Feat: Expert Druid Spellcasting

13 -
Ancestry Feat: Enlarged Chassis
Skill Increase: Diplomacy to Master

14 -
Monk Feat: Prevailing Position
Skill Feat: Unmistakable Lore
Free Archetype Feat: Advanced Wilding (Steady Spellcasting)

15 -
Ability Boosts: STR 20, DEX 21, CON 14, INT 10, WIS 18, CHA 14
General Feat: Toughness
Skill Increase: Athletics to Legendary

16 -
Monk Feat: Shattering Strike
Skill Feat: Wall Jump
Third Path of Perfection: Will
Free Archetype Feat: Advanced Wilding (Storm Retribution)

17 -
Ancestry Feat: Greater Augmentation (Arcane Propulsion)
Skill Increase: Nature to Legendary

18 -
Monk Feat: Enlightened Presence
Skill Feat: ???
Free Archetype Feat: Master Druid Spellcasting

19 -
General Feat: Legendary Negotiation
Skill Increase: Diplomacy to Legendary

20 -
Ability Boosts: STR 20, DEX 22, CON 16, INT 12, WIS 18, CHA 16
Monk Feat: Impossible Technique
Skill Feat: Legendary Professional (Ancient History Lore)
Additional Skill: Trained in XXX lore
Free Archetype Feat: Advanced Wilding (Overwhelming Energy)

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